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Christopher J. Ferguson is an American psychologist who serves as a professor and co-chair of psychology at Stetson University in Florida. [1] He previously served as an associate professor of psychology and criminal justice at Texas A&M International University. [2] In 2014, he was named a fellow of the American Psychological Association. [1]
A suggested method of research called autoethnography is introduced by Xiao Hu and Hongzhi Zhang that may be a solution to the challenges of current studies on video game addiction. The autoethnographic research is based on the first author's life experience which goes over his reflection on the behavior and the possible solutions that aided in ...
Popular video game Fortnite continues to be under the spotlight amid a lawsuit claiming it's as addicting as cocaine. A Fayetteville psychology professor says the comparison isn't too extreme.
For a time, it was the highest-grossing game in the world, generating more than $5 billion during its first full year — all while being free to play. On certain days, it brought in $100 million.
PEBL (Psychology Experiment Building Language) is an open source software program created by Shane T. Mueller that allows researchers to design and run psychological experiments. It runs on PCs using Windows, OS X, and Linux, using the cross-platform Simple DirectMedia Library (libSDL) .
Forty Studies That Changed Psychology: Explorations Into the History of Psychological Research is an academic textbook written by Roger R. Hock that is currently in its eighth edition. The book provides summaries, critiques, and updates on important research that has impacted the field of psychology. The textbook is used in psychology courses ...
The Bartle taxonomy of player types is a classification of video game players based on a 1996 paper by Richard Bartle [1] according to their preferred actions within the game. The classification originally described players of multiplayer online games (including MUDs and MMORPGs ), though now it also refers to players of single-player video games .
Particularly for freemium titles, where players can opt to spend real-world money for in-game boosts, extinction is undesirable so the game is designed around a near-perpetual compulsion loop alongside frequent addition of new content. [4] Compulsion loops in video games can be established through several means.